#pragma comment(lib, "d3d11.lib") #pragma comment(lib, "dxgi.lib") #pragma comment(lib, "d3dcompiler.lib") #include #include #include #include #if !SHIP_MODE #include IDXGIDebug1* dxgi_debug; #endif #include "4ed_directx_render.cpp" internal LRESULT CALL_CONVENTION win32_proc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam); internal b32 win32_gl_create_window(HWND *wnd_out, DWORD style, RECT rect){ local_persist b32 srgb_support = false; local_persist b32 first_call = true; b32 result = false; *wnd_out = 0; Assert( g_directx.initialized == 0 ); Assert( g_directx.device == 0 ); Assert( g_directx.context == 0 ); Assert( g_directx.swap_chain == 0 ); Assert( g_directx.sampler == 0 ); Assert( g_directx.render_target_view == 0 ); Assert( g_directx.gpu_program.vertex == 0 ); Assert( g_directx.gpu_program.layout == 0 ); Assert( g_directx.gpu_program.pixel == 0 ); Assert( g_directx.gpu_program.valid == 0 ); Assert( g_directx.vertex_buffer == 0 ); Assert( g_directx.constants_buffer == 0 ); Assert( g_directx.texture_count == 0 ); g_directx = { }; HINSTANCE this_instance = GetModuleHandle(0); HWND wnd = 0; ID3D11Device* base_device = 0; ID3D11DeviceContext* base_device_context = 0; IDXGIFactory2* dxgi_factory = 0; ID3D11BlendState* blend_state = 0; ID3D11RasterizerState1* rasterizer_state = 0; do { // NOTE(simon): There is nothing in the code suggesting that this function could be called several time. // If it is called several time, we would need to make sure that we cleaned up previous DirectX resources. // The reason this function would be called twice would be if it failed previously, and in that case we // clean up everythings so we should be good. Still we assume it's only ever call once. Assert( first_call ); if (first_call){ first_call = false; // NOTE(allen): Register the graphics window class log_os(" registering graphics class...\n"); WNDCLASSW wndclass = {}; wndclass.style = CS_HREDRAW|CS_VREDRAW|CS_DBLCLKS; wndclass.lpfnWndProc = win32_proc; wndclass.hIcon = LoadIconW(GetModuleHandle(0), L"main"); wndclass.hInstance = this_instance; wndclass.lpszClassName = L"GRAPHICS-WINDOW-NAME"; if (RegisterClassW(&wndclass) == 0){ break; } } // NOTE(allen): Create the graphics window log_os(" creating graphics window...\n"); wnd = CreateWindowExW(0, L"GRAPHICS-WINDOW-NAME", L"GRAPHICS", style, CW_USEDEFAULT, CW_USEDEFAULT, rect.right - rect.left, rect.bottom - rect.top, 0, 0, this_instance, 0); if (wnd == 0) { log_os( " Failed to create a window.\n" ); break; } // NOTE(simon): We are creating a directx 11.1 device and context (supported since windows 8). D3D_FEATURE_LEVEL feature_levels[ ] = { D3D_FEATURE_LEVEL_11_1 }; u32 device_flags = 0; // device_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; #if !SHIP_MODE device_flags |= D3D11_CREATE_DEVICE_DEBUG; #endif HRESULT hr = D3D11CreateDevice( 0, D3D_DRIVER_TYPE_HARDWARE, 0, device_flags, feature_levels, ArrayCount( feature_levels ), D3D11_SDK_VERSION, &base_device, 0, &base_device_context ); if ( FAILED( hr ) ) { log_os( " Failed to create a hardware DirectX device and context.\n" ); log_os( " Trying to create a software (WARP) DirectX device.\n" ); // NOTE(simon): Try creating a high performance software device as a fallback. hr = D3D11CreateDevice( 0, D3D_DRIVER_TYPE_WARP, 0, device_flags, feature_levels, ArrayCount( feature_levels ), D3D11_SDK_VERSION, &base_device, 0, &base_device_context ); } if ( FAILED( hr ) ) { log_os( " Failed to create software (WARP) DirectX device and context.\n" ); break; } hr = base_device->QueryInterface( __uuidof( ID3D11Device1 ), ( void** ) &g_directx.device ); if ( FAILED( hr ) ) { log_os( " Failed to create a ID3D11Device1.\n" ); break; } hr = base_device_context->QueryInterface( __uuidof( ID3D11DeviceContext1 ), ( void** ) &g_directx.context ); if ( FAILED( hr ) ) { log_os( " Failed to create a ID3D11DeviceContext1.\n" ); break; } ID3D11Device1* device = g_directx.device; ID3D11DeviceContext1* context = g_directx.context; #if !SHIP_MODE ID3D11InfoQueue* info; hr = device->QueryInterface( __uuidof( ID3D11InfoQueue ), ( void** ) &info ); if ( FAILED( hr ) ) { log_os( " Failed to get ID3D11InfoQueue. This is not important if you're not debugging graphics.\n" ); } else { info->SetBreakOnSeverity( D3D11_MESSAGE_SEVERITY_CORRUPTION, TRUE ); info->SetBreakOnSeverity( D3D11_MESSAGE_SEVERITY_ERROR, TRUE ); info->Release( ); } hr = DXGIGetDebugInterface1( 0, __uuidof( IDXGIDebug1 ), ( void** ) &dxgi_debug ); if ( FAILED( hr ) ) { log_os( " Failed to get IDXGIDebug1. This is not important if you're not debugging graphics.\n" ); } #endif // NOTE(simon): sRGB should be supported by any hardware now, but there was a check so I added one. DXGI_FORMAT back_buffer_format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; UINT format_support = 0; if ( SUCCEEDED( device->CheckFormatSupport( back_buffer_format, &format_support ) ) ) { u32 required = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_DISPLAY; srgb_support = ( ( format_support & required ) == required ); } if ( !srgb_support ) { log_os( " sRBG back buffer not supported.\n" ); back_buffer_format = DXGI_FORMAT_R8G8B8A8_UNORM; } else { log_os( " sRBG back buffer supported.\n" ); } hr = CreateDXGIFactory( __uuidof( IDXGIFactory2 ), ( void** ) &dxgi_factory ); if ( FAILED( hr ) ) { log_os( " Failed to create IDXGIFactory2.\n" ); break; } DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = { }; // NOTE(simon): Can't request sRGB format here when using FLIP_* swap chain. It's requested we creating the render target view. // NOTE(simon): 4coder never calls glEnable( GL_FRAMEBUFFER_SRGB ) so we don't enable sRGB. swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swap_chain_desc.SampleDesc.Count = 1; swap_chain_desc.SampleDesc.Quality = 0; swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swap_chain_desc.BufferCount = 2; swap_chain_desc.Scaling = DXGI_SCALING_NONE; swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; hr = dxgi_factory->CreateSwapChainForHwnd( device, wnd, &swap_chain_desc, 0, 0, &g_directx.swap_chain ); if ( FAILED( hr ) ) { log_os( " Failed to create IDXGISwapChain1.\n" ); break; } // NOTE(simon): We setup alpha blending here as it's always on in 4coder. D3D11_BLEND_DESC blend_state_desc = { }; blend_state_desc.RenderTarget[ 0 ].BlendEnable = TRUE; blend_state_desc.RenderTarget[ 0 ].SrcBlend = D3D11_BLEND_SRC_ALPHA; blend_state_desc.RenderTarget[ 0 ].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blend_state_desc.RenderTarget[ 0 ].BlendOp = D3D11_BLEND_OP_ADD; blend_state_desc.RenderTarget[ 0 ].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; blend_state_desc.RenderTarget[ 0 ].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; blend_state_desc.RenderTarget[ 0 ].BlendOpAlpha = D3D11_BLEND_OP_ADD; blend_state_desc.RenderTarget[ 0 ].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; hr = device->CreateBlendState( &blend_state_desc, &blend_state ); if ( FAILED( hr ) ) { log_os( " Failed to create a blend state.\n" ); break; } log_os( " Setting blend state...\n" ); context->OMSetBlendState( blend_state, 0, 0xffffffff ); // NOTE(simon): Enable scissor and disable backface culling. D3D11_RASTERIZER_DESC1 rasterizer_desc = { }; rasterizer_desc.FillMode = D3D11_FILL_SOLID; rasterizer_desc.CullMode = D3D11_CULL_NONE; rasterizer_desc.DepthClipEnable = TRUE; rasterizer_desc.ScissorEnable = TRUE; hr = device->CreateRasterizerState1( &rasterizer_desc, &rasterizer_state ); if ( FAILED( hr ) ) { log_os( " Failed to create a rasterizer state.\n" ); break; } log_os( " Setting rasterizer state...\n" ); context->RSSetState( rasterizer_state ); // NOTE(simon): Not setting depth stencil as 4coder doesn't use it. // NOTE(simon): Swap interval is a parameter of swap_chain->present. D3D11_SAMPLER_DESC linear_desc = { }; linear_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; linear_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; linear_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; linear_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; linear_desc.ComparisonFunc = D3D11_COMPARISON_NEVER; linear_desc.MinLOD = 0; linear_desc.MaxLOD = D3D11_FLOAT32_MAX; hr = device->CreateSamplerState( &linear_desc, &g_directx.sampler ); if ( FAILED( hr ) ) { log_os( " Failed to create a sampler state.\n" ); break; } // NOTE(simon): We create the vertex buffer, constants buffers and shader here because if // we can't create them we won't be able to render anything and so we should just exit the program. D3D11_BUFFER_DESC vertex_buffer_desc = { }; // NOTE(simon): Reserving 400K vertices which is about 11 megabytes and would allow 100K characters. // On a 1080p monitor, with 4 by 10 pixels characters we would need // (1920/4)*(1080/10) = 51840 characters to fill the screen. vertex_buffer_desc.ByteWidth = 400000 * sizeof( Render_Vertex ); vertex_buffer_desc.Usage = D3D11_USAGE_DYNAMIC; vertex_buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertex_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hr = device->CreateBuffer( &vertex_buffer_desc, 0, &g_directx.vertex_buffer ); if ( FAILED( hr ) ) { log_os( " Failed to create a vertex buffer.\n" ); break; } D3D11_BUFFER_DESC constants_buffer_desc = { }; // NOTE(simon): constants buffer size needs to be a multiple of 16. // NOTE(simon): The layout is explained where we set the values in the buffer in gl_render. constants_buffer_desc.ByteWidth = 32; constants_buffer_desc.Usage = D3D11_USAGE_DYNAMIC; constants_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constants_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hr = device->CreateBuffer( &constants_buffer_desc, 0, &g_directx.constants_buffer ); if ( FAILED( hr ) ) { log_os( " Failed to create a constants buffer.\n" ); break; } g_directx.gpu_program = gl__make_program( gl__vertex, gl__fragment ); if ( !g_directx.gpu_program.valid ) { break; } *wnd_out = wnd; g_directx.texture_count = 1; // NOTE(simon): Reserve the first texture slot as a invalid/unbind texture. g_directx.initialized = true; result = true; } while ( 0 ); if ( !result ) { if ( wnd ) { DestroyWindow( wnd ); ( *wnd_out ) = 0; } if ( g_directx.context ) { g_directx.context->OMSetBlendState( 0, 0, 0xffffffff ); g_directx.context->RSSetState( 0 ); } if ( g_directx.constants_buffer ) { g_directx.constants_buffer->Release( ); g_directx.constants_buffer = 0; } if ( g_directx.vertex_buffer ) { g_directx.vertex_buffer->Release( ); g_directx.vertex_buffer = 0; } if ( g_directx.gpu_program.valid ) { if ( g_directx.gpu_program.vertex ) { g_directx.gpu_program.vertex->Release( ); g_directx.gpu_program.vertex = 0; } if ( g_directx.gpu_program.layout ) { g_directx.gpu_program.layout->Release( ); g_directx.gpu_program.layout = 0; } if ( g_directx.gpu_program.pixel ) { g_directx.gpu_program.pixel->Release( ); g_directx.gpu_program.pixel = 0; } } // NOTE(simon): No render target view at this point as it's created in the WM_SIZE message. if ( g_directx.sampler ) { g_directx.sampler->Release( ); g_directx.sampler = 0; } if ( g_directx.swap_chain ) { g_directx.swap_chain->Release( ); g_directx.swap_chain = 0; } if ( g_directx.context ) { g_directx.context->Release( ); g_directx.context = 0; } if ( g_directx.device ) { g_directx.device->Release( ); g_directx.device = 0; } g_directx.initialized = false; #if SHIP_MODE os_popup_error( "Error", "Window creation failed."); #endif } if( base_device ) { base_device->Release( ); base_device = 0; } if ( base_device_context ) { base_device_context->Release( ); base_device_context = 0; } if ( dxgi_factory ) { dxgi_factory->Release( ); dxgi_factory = 0; } if ( blend_state ) { blend_state->Release( ); blend_state = 0; } if ( rasterizer_state ) { rasterizer_state->Release( ); rasterizer_state = 0; } return(result); } #if !SHIP_MODE // NOTE(simon): Only call this when working on 4coder, to make sure we don't do something stupid. // In SHIP_MODE we let the os clean up resources. internal void win32_gl_cleanup( void ) { if ( dxgi_debug && g_directx.initialized ) { OutputDebugString( L"win32_gl_cleanup start report...\n" ); dxgi_debug->ReportLiveObjects( DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL ); g_directx.initialized = false; if ( g_directx.context ) { g_directx.context->OMSetBlendState( 0, 0, 0xffffffff ); g_directx.context->RSSetState( 0 ); } for ( u32 i = 1; i < g_directx.texture_count; i++ ) { DirectXTexture* texture = g_directx.textures + i; if ( texture->view ) { texture->view->Release( ); texture->view = 0; } if ( texture->pointer ) { texture->pointer->Release( ); texture->pointer = 0; } } g_directx.texture_count = 0; if ( g_directx.constants_buffer ) { g_directx.constants_buffer->Release( ); g_directx.constants_buffer = 0; } if ( g_directx.vertex_buffer ) { g_directx.vertex_buffer->Release( ); g_directx.vertex_buffer = 0; } if ( g_directx.gpu_program.valid ) { if ( g_directx.gpu_program.vertex ) { g_directx.gpu_program.vertex->Release( ); g_directx.gpu_program.vertex = 0; } if ( g_directx.gpu_program.layout ) { g_directx.gpu_program.layout->Release( ); g_directx.gpu_program.layout = 0; } if ( g_directx.gpu_program.pixel ) { g_directx.gpu_program.pixel->Release( ); g_directx.gpu_program.pixel = 0; } } if ( g_directx.render_target_view ) { g_directx.render_target_view->Release( ); g_directx.render_target_view = 0; } if ( g_directx.sampler ) { g_directx.sampler->Release( ); g_directx.sampler = 0; } if ( g_directx.swap_chain ) { g_directx.swap_chain->Release( ); g_directx.swap_chain = 0; } if ( g_directx.context ) { g_directx.context->Release( ); g_directx.context = 0; } if ( g_directx.device ) { g_directx.device->Release( ); g_directx.device = 0; } OutputDebugString( L"win32_gl_cleanup end report (nothing should be printed after this line)...\n" ); dxgi_debug->ReportLiveObjects( DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL ); } } #endif